Business & Development Case

Personalized playable games,
certified yours.

A JibJab-class personalized-media line β€” but the face lands in a game you play, not a clip you watch once. Built as a new creation type on the GenieMade engine we already have. First one is live today.

Prepared by blackmagic-claude for Rick Barretto Β· working draft Β· everything lives inside GenieMade / geniemadeit.com

The bet

Make it about someone they love β€” then let them play.

The same emotional trick JibJab monetized, upgraded from watch-once to play-many.

JibJab turned "put your face on a dancing elf" into a recurring holiday habit worth a reported eight figures a year. We do the same trick β€” personal, funny, about someone specific β€” but the output is a playable game. Playing beats watching on every metric that matters: dwell time, replays, competition, and the reason to send it back.

We already own the two hard pieces. GenieMade is a certified AI image/video engine with credits, R2 storage, a paywall, and a provenance moat. DreamAuthentics is a skinnable game engine that already runs from a 30-second whack game to a full Centipede clone. Games are simply the third creation type that fuses them β€” not a new product, a new type on an engine that exists.

The first game is already live at partypop.pages.dev β€” built on our own Cloudflare, personalized from 3 uploaded photos in about 30 seconds.

Why we beat JibJab

A video is finished when you watch it. A game asks you to do something.

And "do something" is where re-shares and account creation come from.

JibJabGenieMade Play
OutputWatch-once videoPlay-many game β€” replay, score, compete
Virality"Share this clip"Play β†’ beat the score β†’ make your own (the K-loop is in the mechanic)
AI photosjibjab.com/ai-photosSame capability via our fal pipeline β€” keys never leave our Worker
MoatBrand + catalog (copyable)Provably-yours certificate β€” SHA-256 + C2PA + PrecognitionOS chain
EngineProprietary, single formatSkinnable engine, simple β†’ arcade spectrum, one pipeline
Cost to add a titleNew animation productionA skin manifest + a template β€” days, not weeks
The unlock

Games are a new type on the engine you already have.

Grounded in your real seam β€” pcos-geniemade-vault-code. We extend it; we don't build a parallel engine.

Your GenieMade engine already does POST /api/generate {type, references} β†’ quota β†’ fal β†’ R2 β†’ SHA-256 certificate β†’ credits, with a paywall and a gallery. Games add one value of type:

# the ONE new creation type β€” everything else is reused
POST /api/generate
  { type: "game",
    template: "whack-a-wish",        // which mechanic + occasion
    subject:  { name, age|occasion },
    references: [face1, face2, face3] }   // the 3 photos
  β†’  1. (optional) fal: cut-out + toon each face  β†’ sprite set
     2. assemble SKIN PACK β†’ R2 (geniemade-assets/skins/<id>)
     3. persist instance β†’ KV: { id, template, skinKey, subject }
     4. SHA-256 certificate + provable-chain append  ← existing moat, now on games
     5. β†’ { play_url: "/play/<id>", certificate, credits_remaining }

Everything reused: credits, R2 storage, the certificate/provenance chain, the 402 paywall, the gallery. The site adds two routes β€” /play/<id> serves the shared static game engine and the skin loads from /asset/skins/<id>; /g/<id> is the share page whose preview image is the star's face. Nothing new in the stack β€” it's the Cloudflare Pages + Worker you already run.

Engine = shared, static, cached at the edge

The whack / catch / shoot loops are plain JS/canvas that live once on Pages. This is exactly how the prototype already separates loop from skin.

Skin = per-instance data from R2

{ faces[], name, occasion, palette, copy, template }. The same manifest drives a 30-second whack game and a premium arcade title.

The catalog

10×–20Γ— titles from a grid, not a list.

Ship the mechanics once; re-skin them across the calendar. 7 engines Γ— 16 occasions = 112 possible titles.

Occasion ↓ Β· Mechanic β†’WhackCatchPopDodgeShootMatchBlow-out
BirthdayWhack-a-Wish βœ“Cake Catchβ€’β€’Candle Centipedeβ€’Blow the Candles
Christmasβ€’Catch the Presentsβ€’β€’β€’β€’β€’
HalloweenCandy Grabβ€’β€’β€’β€’β€’β€’
Valentine'sβ€’β€’Heart Popβ€’β€’β€’β€’
New Yearβ€’β€’Balloon Dropβ€’β€’β€’β€’
"Roast a friend"β€’β€’β€’Dodge the Piesβ€’β€’β€’
Graduation Β· Anniversary Β· Get Well Β· Mother's/Father's Β· +8 moreβ€’β€’β€’β€’β€’β€’β€’
flagship v1 build arcade tier (premium) possible cell (skin later)

We don't build 112 β€” we launch ~15 flagship cells timed to the send-volume spikes (Birthday, Christmas, Valentine's, Halloween first), then add a cell as each holiday approaches. That's the 10×–20Γ— catalog for a fraction of the build.

Our unfair advantage

Simple β†’ arcade, one engine. We already own both ends.

A video-only competitor can't follow us up the complexity curve.

Simple tier β€” live today

Whack / catch / pop. Seconds to make, universal appeal. The prototype is running now.

Arcade tier β€” engine already built

Your exact example: the birthday star at the bottom shooting up at descending candles is a skin of Crawler, the Centipede clone I already built (particles, glow, split-on-hit, the classic serpentine speed). Face β†’ shooter, candles β†’ centipede, "blow them all out before they reach you."

Both tiers consume the same skin pack, so a customer can start with a 30-second whack game and upsell into a premium arcade title for the same person β€” no new art. Already built & reusable: Whack-a-Wish (whack), Crawler (Centipede), DreamDrop (Kaboom/catch), each with the skin-layer system.

Business model

Freemium credits β€” the free tier is the ad.

Free

Make + play + share a watermarked game. Friction-free by design β€” the watermark is the marketing. Near-zero marginal cost (renders client-side; no provider call).

Paid (credits / sub)

Remove watermark Β· unlock AI-toon faces Β· unlock arcade-tier templates Β· export the HD video clip Β· "gift a game." Provider (fal) cost lands only on paid steps β€” matched to revenue.

This is a healthier cost curve than a pure AI-video product where every output costs money: our free tier is cheap to run, and fal spend sits behind the paywall where revenue already is. Plus a JibJab-style annual pass β€” theirs is unlimited cards, ours is unlimited games.

The growth engine

The viral loop is built into the mechanic.

A makes a game for B  β†’  B plays it (personal, fun)  β†’  B beats / shares the score
   β†’  every screen ends on "make one for someone"  β†’  B makes one for C  β†’  …

Two levers we control: the share card / clip carries the face (irresistible open-rate in a group chat), and the end-of-game CTA is a maker button, not a "learn more." We instrument K-factor from day one β€” the whole model lives or dies on it, so it's the first thing we measure.

Build plan

Engine first, together. Deploy to GenieMade after.

Just the two of us build the engine now; we bring the GenieMade agents in only to deploy it into geniemadeit.com.

  1. Phase 0 β€” the live proof DONE

    Whack template, 3-photo upload, personalized play, share card β€” on our Cloudflare.

  2. Phase 1 β€” the unified engine NOW Β· you + me

    One repo, one engine core + skin-pack format spanning simple→arcade. Fold the prototype in beside Crawler/DreamDrop. Add client-side video capture (the JibJab-parity clip).

  3. Phase 2 β€” the template library

    AI-toon face step (fal cut-out/stylize) + 3 more flagship templates (Cake Catch, Christmas Presents, Valentine Heart Pop) + watermark/paywall hooks.

  4. Phase 3 β€” arcade tier + video

    Candle Centipede (skin of Crawler) as the premium "wow" title + HD gameplay-video render + gifting.

  5. Phase 4 β€” deploy into GenieMade

    Now we bring the site/engine agents in: wire type:"game" into /api/generate, add /play/<id> + /g/<id>, certificate on games. It all lives inside geniemadeit.com β€” no separate brand.

How we work it

Focused now, collaborative later.

Now β€” you & me

Build the complete game engine: engine core, template library, skin-pack format, the /play runtime, video capture. No other agents β€” we keep the focus tight and the engine coherent.

Later β€” the GenieMade team

Once the engine is solid, we help Nexus & the GenieMade agents deploy it into geniemadeit.com β€” the type:"game" seam, Studio UI, auth/billing (their lane). One site, one brand.

Risks & the moat

They can copy a game. They can't copy "certified yours."